import pygame as g
import sys
from bullet import Bullet
from alien import Alien
from time import sleep


def check_keydown_events(event,ai_settings,screen,ship,stats,sb,bullets):
    if event.key == g.K_RIGHT:
        ship.moving_right = True
    elif event.key == g.K_LEFT:
        ship.moving_left = True
    elif event.key == g.K_SPACE:
        fire_bullet(ai_settings,screen,ship,bullets)
    elif event.key == g.K_q:
        write_hight_score(sb)
        sys.exit()
        

def check_keyup_events(event,ship):
    if event.key == g.K_RIGHT:
        ship.moving_right = False
    elif event.key == g.K_LEFT:
        ship.moving_left = False


def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
    for event in g.event.get():
        if event.type == g.QUIT:
            write_hight_score(sb)

            sys.exit()
        elif event.type == g.KEYDOWN:
            check_keydown_events(event,ai_settings,screen,ship,stats,sb,bullets)
        elif event.type == g.KEYUP:
            check_keyup_events(event,ship)
        elif event.type == g.MOUSEBUTTONDOWN:

            mouse_x , mouse_y = g.mouse.get_pos()
            check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)
            
def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
    button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
    if button_clicked and not stats.game_active:
        ai_settings.initialize_dynamic_settings()
        ai_settings.alien_points=50
        g.mouse.set_visible(False)

        stats.reset_stats()
        stats.game_active = True

        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_ships()


        aliens.empty()
        bullets.empty()

        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()
 

def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
    screen.fill(ai_settings.bg_color)
    for bullet in bullets:
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    sb.show_score()
    if not stats.game_active:
        play_button.draw_button()
    g.display.flip()


def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
    bullets.update()
    for bullet in bullets.copy():
        if bullet.rect.bottom <=0:
            bullets.remove(bullet)

    check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)



def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
    collisions = g.sprite.groupcollide(bullets,aliens,True,True)
    if collisions:
        for aliens in collisions.values():
            stats.score +=ai_settings.alien_points * len(aliens)
            sb.prep_score()
        check_high_score(stats, sb)

    if len(aliens) == 0:
        bullets.empty()
        ai_settings.increase_speed()

        stats.level +=1
        sb.prep_level()
        create_fleet(ai_settings,screen,ship,aliens)



def fire_bullet(ai_settings,screen,ship,bullets):
    new_bullet = Bullet(ai_settings,screen,ship)
    bullets.add(new_bullet)


def get_number_aliens_x(ai_settings,alien_width):
    available_space_x = ai_settings.screen_width - 2*alien_width
    number_aliens_x = int(available_space_x/(2*alien_width))
    return number_aliens_x


def get_number_rows(ai_settings,ship_height,alien_height):
    available_space_y = (ai_settings.screen_height - (3*alien_height)-ship_height)
    number_rows = int(available_space_y/(2*alien_height))
    return number_rows


def create_alien(ai_settings,screen,aliens,alien_number,row_number):
    alien = Alien(ai_settings,screen)
    alien_width = alien.rect.width
    alien.x = alien_width+2*alien_width*alien_number
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height + 2*alien.rect.height * row_number
    aliens.add(alien)


def create_fleet(ai_settings,screen,ship,aliens):
    alien = Alien(ai_settings,screen)
    number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
    number_rows = get_number_rows(ai_settings,ship.rect.height,alien.rect.height)

    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings,screen,aliens,alien_number,row_number)


def check_fleet_edges(ai_settings,aliens):
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings,aliens)
            break


def change_fleet_direction(ai_settings,aliens):
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1


def ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets):
    if stats.ships_left >0:
        stats.ships_left -=1

        aliens.empty()
        bullets.empty()
        sb.prep_ships()
    
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()
        sleep(0.5)
    else:
        stats.game_active = False
        g.mouse.set_visible(True)

def check_ailens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets):
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
            break


def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
    check_fleet_edges(ai_settings,aliens)
    aliens.update()
    if g.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
    check_ailens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)

def write_hight_score(sb):
    with open('highest_score.txt') as file_object:
        contents = int(file_object.read())
        if contents < sb.high_score1:
  
            with open("highest_score.txt", 'w') as file_object:
                file_object.write(str(sb.high_score1))


def check_high_score(stats, sb):

    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()









